It’s important to us that Endless Harvest is an exciting, tense experience. Some of the balance and structure in the first deployment make it possible to advance through what we consider an excessive amount of kills (1000+!) which results in a drawn out experience lacking some of the tension and excitement that we feel is vital. These changes have been made to try to keep the experience “punchy”, while still retaining that incentive and challenge of bettering your kill counts...without requiring a dozen or more hours for a single deep run. We hope that you find them to be good changes for the long term health of the mode, just as we do!

Introducing Color of Madness Endgame Conditions!

Once you have progressed beyond 200 Kills, the shimmering space-time of the corrupted Farmstead takes on an endgame condition, called a “Reflection.” These are mutators that increase the difficulty of the quest in different ways from that point onward.

Unbearable Reflection:

Heroes: +33% Stress Dmg Received

Heroes: -33% Stress Heal

Monsters: +4 SPD

Reflection of Decay:

Heroes: -50% Healing

Monsters: +15% PROT

Monsters: +25% Stun Resist

Monsters: +25% Debuff Resist

Sanguine Reflection:

Heroes: -8% Deathblow Resist

Monsters: +7.5% Crit

Monsters: +3 SPD

Reflection Obscura:

Heroes: -20% Stress Damage Received (a boon!)

Heroes: -20% Healing

Monsters: +10% PROT

Monsters: +25% Damage

These conditions stack on top of other Light conditions already present in whatever room you are present in the Farm or Space and Time.

Battle Limit Skill Refreshments in Endless Harvest:Battle Limited skills with battle-long durations were balanced for the normal game structure. In Endless Harvest, this resulted in them being overpowered because a given combat lasts much longer than a normal 4-monster combat.

Now in Endless Harvest, Battle Limited skills don’t refresh until the end of a given wave *group* instead of refreshing after each wave. This helps with the balance and creates some tension around when you should pop and lock those Leper combos.

Shard Dust, however, now carries the additional benefit of refreshing battle limited skills on an individual heroes. This is a zany idea that we think can be compelling and give you some additional tactical options. Of course, don’t hit that dust too much, or it will leave the hero worn out.

ChangelistDarkest Dungeon

Japanese Localization added for Darkest Dungeon, The Crimson Court, and The Shieldbreaker. (The Color of Madness is coming).

SOME SAY THAT CRITSMAS WENT TOO FAR. (Critsmas was when we increased crit %s AND added the OnCrit Buffs for each hero.) They are basically right. We have tweaked a number of crit values (skills, trinkets) down a bit to account for those OnCrit Buffs that were a late addition. Crits are still net+ from pre-Color of Madness release.

Total Scouting chance can now be seen as a tooltip on the Quest Provision screen.

Shambler loot increased

Champion Bone Courtiers should drop their special Chalice more often now

Moved Laudanum glossary entry to base game (from CC)

Fix to crash when killing siren with controlled hero with reflect damage.

Adjusted Infestation - Players have consistently reported some dissatisfaction around the number of Bloodsucker spawns in dungeons during periods of High Infestation. In order to better preserve each dungeon’s identity, High Infestation has had the following adjustments:

Overall amount of hallway Bloodsucker encounters reduced, so as to not overwhelm a dungeon’s native population.

Egg Sac curios appear at High Infestation, allowing players an opportunity to opt-in to a Bloodsucker fight and farm Blood and Invitations.

Fixed a typo on CC Bleed Res Debuff 5 (ie. Champion monsters will now correctly apply bleed resistance debuffs to some of their attacks.)

Fix to countess not showing skill names on transforms

Shieldbreaker

We have been concerned to see feedback that some players believe the Shieldbreaker flashback battles are never-ending and therefore the SB isn’t given as much value as she deserves. We’ve implemented a few things to help communicate that there are only 7 flashbacks and they only need passed once. (Not once per recruited SB.)

Added a tutorial for flashbacks.

Flashbacks now have a 50% chance of happening on a given quest.

The Shieldbreaker will now bark to warn the player of an impending nightmare before resting.

Once the 7 flashbacks have been completed, all Shieldbreakers get a free restful sleep buff each time they camp!

Fix to controller exploit with flashbacks and ambush.

Fix to being able to retreat from a flashback.

Fix to immediately switching to room after not ambush camp and be visible sitting.

Honestly, I kinda prefer it when the Shieldbreaker always has her nightmares. If GI Joe and DD3 have taught me anything, it's that knowing is half the battle.

I absolutely love the Shieldbreaker, and would treat her outings on Medium missions as going on a boss fight. Beating her final Nightmare was like killing a Champion level boss, an major campaign milestone with some sweet trinkets as a reward. I'd give her a -Stress trinket, get her all healed up, and rest. Now, she tells you when the nightmare is coming, so I don't have to decide between using Ambush prevention or Pep Talk, but if the nightmare doesn't come, all that prep I did before the camp itself is going to be wasted on something that isn't coming. It's going to make me weaker in general because I prepared for the wrong thing.

Not to mention, the longer it takes her to have her nightmares, the longer it takes to get her class trinkets.

I like the idea of the tutorial, because a lot of people were confused by that. Totally warranted. But the 50% chance to have the nightmares just seems like it's causing more trouble than it solves.

Hello! I am a newbie here, have a problem. This update doesn't work well on my Mac OS. I was trying to re-download, but then in stoped working at all. Necessary to say, on my other Mac OS laptop it works. Do you have any ideas what is the problem?